fix module name for AssetPath shaders (#9186)

# Objective

AssetPath shader imports check if the shader is added using the path
without quotes. this causes them to be re-added even if already present,
which can cause previous dependents to get unloaded leading to a
"missing import" error.

## Solution

fix the module name of AssetPath shaders used for checking if it's
already added to correctly use the quoted name.
This commit is contained in:
robtfm 2023-07-17 22:00:17 +01:00 committed by Carter Anderson
parent 656fcb2ce7
commit 8dfe5aef3e
2 changed files with 6 additions and 4 deletions

View file

@ -214,7 +214,7 @@ impl ShaderCache {
shaders: &HashMap<Handle<Shader>, Shader>,
import: &ShaderImport,
) -> Result<(), PipelineCacheError> {
if !composer.contains_module(import.as_str()) {
if !composer.contains_module(&import.module_name()) {
if let Some(shader_handle) = import_path_shaders.get(import) {
if let Some(shader) = shaders.get(shader_handle) {
for import in &shader.imports {
@ -366,7 +366,8 @@ impl ShaderCache {
shaders_to_clear.extend(data.dependents.iter().map(|h| h.clone_weak()));
if let Some(Shader { import_path, .. }) = self.shaders.get(&handle) {
self.composer.remove_composable_module(import_path.as_str());
self.composer
.remove_composable_module(&import_path.module_name());
}
}
}

View file

@ -303,9 +303,10 @@ pub enum ShaderImport {
}
impl ShaderImport {
pub fn as_str(&self) -> &str {
pub fn module_name(&self) -> Cow<'_, String> {
match self {
ShaderImport::AssetPath(s) | ShaderImport::Custom(s) => s,
ShaderImport::AssetPath(s) => Cow::Owned(format!("\"{s}\"")),
ShaderImport::Custom(s) => Cow::Borrowed(s),
}
}
}